Sneak Attack

These feats allow you to do additional damage to opponents who are unable to defend themselves effectively, by striking a vital spot. Your character does additional damage any time your opponent is denied Dexterity bonus to AC.

Only creatures susceptible to critical hits (living creatures with discernible anatomies) are subject to sneak attacks. Undead, constructs, oozes, plants, and incorporeal creatures are not vulnerable to sneak attacks. You must be able to see the target well enough to pick out a vital spot and be able to reach such a spot.

The bonus damage starts at +1d6 points of damage (for the Sneak Attack feat) and is increased by taking other feats. You can do a maximum number of dice of bonus damage equal to your base Reflex bonus. If your total potential damage is more than this, the extra dice of damage are ‘suspended’ until your base Reflex save is high enough to allow them.

Feat Descriptions

Flanking Attack [Sneak]

You are better able to flank opponents.

Prereqs Reflex +2, Sneak Attack

Benefit You can sneak attack an opponent when you flank him, regardless of whether he is denied his Dexterity bonus to armor class.

Your sneak attacks do one more die of damage, to a maximum number of dice equal to your base Reflex save.

Normal You can only make sneak attacks when your opponent is denied Dexterity bonus to armor class.

Greater Sneak Attack [Sneak]

Your sneak attacks do yet more damage.

Prereqs Reflex +4, Sneak Attack, Improved Sneak Attack

Benefit Your sneak attacks do three more dice of damage, to a maximum number of dice equal to your base Reflex save. This feat stacks with Improved Sneak Attack.

Improved Knockout Attack [Sneak]

You can make knockout attacks as easily as normal sneak attacks.

Prereqs Knockout Attack, Sneak Attack, BAB +3

Benefit You no longer take a -4 penalty when doing subdual damage with a sneak attack.

Improved Ranged Sneak Attack [Ranged, Sneak]

Benefit You can make a ranged sneak attack against eligible targets within two range increments or 60′, whichever is less.

Improved Sneak Attack [Sneak]

Your sneak attacks do more damage.

Prereqs Reflex +2, Sneak Attack

Benefit Your sneak attacks do two more dice of damage, to a maximum number of dice equal to your base Reflex save.

Knockout Attack [Sneak]

You can do subdual damage with sneak attacks.

Prereqs Sneak Attack, BAB +1

Benefit You may do subdual damage with a sneak attack with any melee weapon with which you are proficient, if you take a -4 penalty on your attack roll.

Normal You may only do subdual damage with a sneak attack only with weapons that normally do subdual damage. With a normal attack you can do subdual damage if you take a -4 penalty, but cannot do so with a sneak attack.

Opportunist [Sneak]

You can sneak attack when people drop their guard near you.

Prereqs Reflex +7, Sneak Attack, Flanking Attack

Benefit When someone you threaten provokes an attack of opportunity, you may use an immediate action to make a sneak attack against that person.

Normal You can only make a normal attack when an opponent provokes an attack of opportunity.

Ranged Sneak Attack [Ranged, Sneak]

You can sneak attack from a distance.

Prereqs Reflex +2, Sneak Attack

Benefit You can make sneak attacks with a ranged weapon. You can only do this against opponents denied their Dexterity bonus to armor class and within one range increment of your weapon or 30′, whichever is less.

Your sneak attacks do one more die of damage, to a maximum number of dice equal to your base Reflex save.

Normal You can only make sneak attacks with melee weapons.

Sneak Attack [Sneak]

You can launch unexpected devastating attacks.

Prereqs Reflex +1

Benefit When you make a melee attack against an opponent denied his Dexterity bonus to armor class, your attack does an additional d6 points of damage. This ability works only against those creatures subject to critical attacks, and you must be able to feasibly reach appropriate areas (sneak attacking a dragon is unlikely…).